GMReviews had an Interesting interview with Mr Henrik Johansson from Mediocre
- Who all are involved in the making of the Game?
- Programming by Dennis Gustafsson, level design by Emil Bengtsson, graphics by Henrik Johansson. All three of us participated in game design, though mainly I would say Dennis & Emil worked on that. The game was originally an idea by Dennis. Sound design and music by Douglas Holmquist.
- What inspired you to create this Game?
- We wanted to make something smaller and more pure that we usually do. Less focus on content and more on pure gameplay. The first prototype was vaguely inspired by the classic game Qix.
- What is the best part of the Game according to you?
- I like the strategic elements that only become apparent after playing for a while. Like clearing the path (removing dots in the appropriate place before drawing a larger shape) or how it can be beneficial to save some dots for later, rather than taking all of them at once (considering the meters only need so many points to fill up).
- Do you think this is the reason why your game is better than other games of the same Genre?
- I don't think about our games being better or worse than other games, other than perhaps in terms of quality, polish and originality. In those areas we do our best to stand out.
- What's your favourite Game?
- My most recent favourite is fire watch. It was so moving and thought provoking.
- What are your future Projects?
- We just started working on a new project about a month ago. We're still in a very early stage but I can tell you that it's a pinball game of sorts, however quite different from traditional pinball.
- What were your previous Projects?
- Our first game came out in August 2011 and was called Sprinkle. We since then released the sequels Sprinkle Islands and Sprinkle Junior. We've also released Smash Hit, Does not Commute and Granny Smith. Smash Hit is also available in virtual reality for the Oculus/Samsung Gear VR.
- How did you Form Your Team?
Dennis and I started working on our first game in our spare time back in 2010, we didn't plan on forming a larger team and only considered doing this long term after the success of our first game (Sprinkle). Douglas who makes music for us isn't officially a part of Mediocre, but has worked as a contractor for all of our games. After 5 years being just two people we finally decided to expand the team with Emil back in September last year. Emil has been a friend of ours for quite some time and he has always brought incredibly feedback to us in terms of game design and such. So since we've valued his ideas so greatly we felt that it would be natural to try to work together and we're very happy for the opportunity.
- Is the response of the Game what you thought it would be?
Yes, more or less.
- How would you review Your Game? Why should people download it?
It's got a surprising amount of depth, if you like skill based games then this might be just your thing. There are a lot of tricks and strategies to discover.
- How's life as a Game Developer? How old are you?
I love it. We're having a lot of fun and its challenging and creative work. I'm 36.
- When did you start your career?
I started out as a graphic designer and web developer about 15 years ago. I didn't plan a career in game development, the opportunity first presented itself when we designed our first game, which we did in our spare time (more or less). Before that happen I did do many attempts at game development, but I never felt that it was a realistic endeavour. I'm very happy to be part of this incredible industry and I've learned so much the last few years, being part of it.